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发表于 2011-4-28 06:41:35
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INSTALLATION INSTRUCTIONS
-The "fake patch" method works best for the SRM (and is better imho). I do not recommend using the Plugin Manager to install the SRM as it's extremely difficult to control the order the mods are installed in which can lead to problems.
- Extract the dat/cat files and look at the other dat/cat files you have in the main TC installation folder. Rename the SRM files to a bigger number than the last ones, i.e. if the last ones are 09.dat and 09.cat rename my files to 10.dat and 10.cat. You can have up to 99 different cat/dat files, so you can use a very high number of mods this way.
- Copy the contents of the "director" folder to the director folder in your main X3TC directory. If a director folder does not exist then create one.
- You will need to navigate to the \mov folder in your TC directory. you will need to locate the 00044 file and either rename, move, or delete this file. Without doing this you will not get any new custom ship names said by "betty".
- Run the game. You should get a message saying the SRM has been installed when you load a save or start a new game.
-This fake patch method must be used to install the cockpit and trails addon packs. I recommend that you install them in this order: the SRM as the lowest cat no., the cockpit mod next, all other SRM packs and finally the trails mod. If using the CMod4 it must be immediately before the trail pack.
- To install the Ship Systems Rebalace Pack extract to the main X3TC directory and rename the SSRP cat/dat to a higher number than the main SRM mod. You must open and close the Plugin Manager after updating this pack.
-To install the shipyard pack extract the contents to a temporary folder. Copy all scripts into the X3TC "Scripts" director, or install the SPK version via the plugin manager. Run X3TC and load your game. Go to OPTIONS > GAMEPLAY > ARTIFICIAL LIFE SETTINGS and switch the SRM Shipyard Pack on. Then you need to go into the Community Plugin Configuration Menu (via a hotkey - see the CPC thread), and turn on the features you require.
-To install the hull packs simply extract the contents to the X3TC directory and rename the hull pack cat/dat to a higher number than the main SRM mod. To reload the hulls for all ships, run X3TC, enter the script editor, highlight the script "temp.srm.hull.reload.xml" and hit "r".
- To install the Weapons Dealers AL Plugin, copy all five scripts into the "scripts" folder in your X3TC installation. Run X3TC and load your game. Go to OPTIONS > GAMEPLAY > ARTIFICIAL LIFE SETTINGS and switch the weapons dealers on.
- To install the SPK versions use the latest release of the Plugin Manager Lite. The SPKs must be installed in the correct orders as outlined above. Be careful when updating packages as the Plugin Manager may well change the order of cat/dats if some are not updated. I suggest you disable all mods and then reenable them in the correct order after updating.
INSTRUCTIONS WHEN LOADING AN EXISTING SAVE
Follow these instructions to avoid visual glitches and save game corruptions!
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If you are loading from a "vanilla" save game you will need to jump to an empty sector before starting the mod. There must be no ships in sector - not even your player ship - or the save game will crash on loading.
The easiest way is to fly to an "Unknown Sector". Use the "Destroy Sector Menu" command from Cycrow's Cheat Scripts to remove all ships from the sector. Then eject from your ship and send it back through the gate. Then save, install the SRM and reload the save.
Any existing ships that have been changed in major ways (any new external docking, hull, turret or shield changes) will need to be recreated before they function correctly. This is easily done using Cycrow's cheat script and the "clone ship" command. Once cloned simply destroy the old ship. Hull values can be corrected using the reload hull and shields command or running the script included with the hull packs.
INSTRUCTIONS WHEN SWAPPING TRAIL PACKS
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If you are currently running one of the trail packs featuring capital ship effects and you want to try a different trail pack you will need to follow the above instructions to go to an empty sector before you change packs. Otherwise your save will crash due to all the scene file changes.
For people who do not wish scripts to spawn X2 Mk1 ships or Xtra ships when running the SRM:
I have included a version of the SRM TShips in which all the X2 ships have had their race setting set to unknown. This should stop them from being spawned.
Open the SRM cat using Double Shadow's Mod Manager. Scroll to the bottom of the list. You should see a file called "TShips.pck" and a file called "---TShips - no x2 or Xtra.pck". Rename TShips.pck to "TShipsX2.pck" and the other file to "TShips.pck". Reverse this procedure to put the X2 ships back in.
If you wish to remove any other ships, then you must manually edit TShips and change the race to "0". DO NOT DELETE THE SHIP as this will break the SRM.
The hull packs also include the alternate TShips.
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COMPATIBLITY WITH OTHER MODS
This mod is 100% compatible with MARS, Complex Cleaner, Cmod4, FDN, MPM, SSDN, Enhanced Equipment Docks and the KOG mod.
COMBAT MOD 4: You only need to install the base mod and the "scripts only factory pack". The correct cat/dat order is:
SRM - OTHER PACKS - CMOD4 - TRAILS
ENHANCED EQUIPMENT DOCKS: THIS WILL ONLY WORK WITH THE LATEST EED RELEASE V2.7-2.2. Install base EED mod to the lowest cat/dat number then SRM. You must install the scripts from EED, but DO NOT install the text file for the "t" folder. I have included an edited text file for EED in the main SRM mod.
MARS: install only MARS files that are into "scripts" and "t" folders and then install this mod.
Compatibility with Complex Cleaner, FDN v7, MPM v7, SSDN v7: install the base cat/dat from these mods/scripts to the lowest cat/dat number, then the SRM base mod and addon packs as higher numbers.
Compatibility with the KOG mod: install the SRM base mod and addon packs and then install the "SRM Compatible" version of the KOG mod to a higher cat/dat number.
The SRM is NOT compatible with full cockpit mods, engine trail mods or any mod that adds ships. Please use the compatible versions provided above in the addon packs.
RECOMMENDED AND TESTED COMPATIBLE MODS AND SCRIPTS:
The Combat Mod 4, Pirate Guild, Military Base Response Revamp, Improved Races, Race Responce Fleets, Khaak Invasions, NPC Bailing Addon, MARS, Amurph0's Shipyards, Missile Defense Mk 2, Missile Rebalance Mod, Medusa Missile system, Advanced Jumpdrive, AI Ammo Cheat, Missile Safety.
DO NOT UPGRADE X3 WHEN NEW PATCHES COME OUT UNTIL THE SRM HAS BEEN TESTED AND UPDATED FOR COMPATIBILITY
The SRM changes a lot of significant files and will almost certainly cause problems if your version of X3 is not the same as stated at the top of this post. Every effort will be made to upgrade the SRM to the latest release of X3 as soon as it is available.
This is a continuation of the Ship Rebalance Mod by SomeoneElse (original thread). It contains all the changes made in the original and is compatible with old SRM saves.
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CREDITS:
Thanks to SomeoneElse for the original SRM mod.
Thanks to Mizuchi for help with descriptions and retexturing.
Thanks to Cadius, Armankessilols, Killerog, Axeface, PSCO1, Draffut, Alkeena, Algoran, Killjaeden, vkerinav, JMan77 and Gazz for their kind permission to use their mods and scripts.
Special thanks to the X Universe team for their kind hosting of the SRM.
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FOR MODDERS:
This mod alters the following files:
From "Types" - Animations, Bodies, Components, CutData, Dummies, HQ, Particles3, TCockpits, TDocks, TDockswrecks, TFactories, TShips, TWareN, TWareT, Warelists,
From "Maps" - WareTemplate, X3_Universe
From "Mov" - 00044.xml
Also most ships' scene files, a few ships models - in fact most files from "Objects" and the SSRP includes Globals and TWareT.
It includes the text files from the X2 Callback Mod (9950-L044), the Xtra Ship mod(9951-L044) and the EED mod (9400-L044).
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